In this volume of the Infiltrator
Production Pileline, we will go through the process of setting up
materials, lights and render passes in preparation for final
compositing.

We will begin by learning how we can
optimize our high-resolution geometry to use our system memory more
effectively. This will allow for more efficient, stable rendering,
especially if you are working on a 32-bit system with limited
resources. From there, we will take some time to set up materials for
the various portions of our ‘Infiltrator’ spider and then we will begin
the lighting setup. We will use an image-based-lighting approach to
achieve a high level of realism and to ensure that the lighting on the
CG spider matches the live-action plate. Finally, we will learn how to
use Render Passes and Render Layers to output our final renders in a
way that will give us a tremendous amount of control over the final
result whenever we get into our final compositing phase.